RimWorld

RimWorld

5,273 ratings
A RimWorld of Magic
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
116.337 MB
Nov 14, 2017 @ 4:11pm
Aug 24 @ 9:55am
363 Change Notes ( view )

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A RimWorld of Magic

In 1 collection by Torann
A RimWorld of Magic - Minimal Collection
7 items
Description
Supports RimWorld versions 1.0 - 1.6

This mod adds classes with unique abilities.
RimWorld of Magic adds over 35 unique classes with even more available in class add-on packs. Each class has a set of unique abilities and fills specific roles (healer, offensive caster, utility, etc) and each class has a unique development tree to improve their abilities as they level up their class.

Check out the wiki for tons of additional info and details about the mod:
https://rwom.fandom.com/wiki/RimWorld_of_Magic_Wiki

Additional features include unique apparel/equipment options, gem crafting and enchantments, magical buildings such as portals, arcane forges and more. Challenge your newfound power against new, deadly events. Unique research tree that opens up a diverse set of improvements for the colony, including learning how to animate Golems. A to top it off, a new "magic" faction that is known to deal in many powerful artifacts.

To add to the challenge, AI classes are able to use abilities.

Mod options are also included that allow you to tailor many mod related features such AI difficulty, how common mages/fighters are, and how fast mages develop.

The mod can be added to an existing save, but works and plays best when starting with a new game.

Self installed .zip file or older versions can be found here: http://www.moddb.com/mods/tmagic
Suggestions, recommendations, and comments are welcome
More details can be found here: https://ludeon.com/forums/index.php?topic=37161.0
Mod Discord channel: https://discord.gg/gFYfA6r

This mod has been updated for 1.0, for those that wish to continue a game on an older version, you can find archived version releases here https://www.moddb.com/mods/tmagic/downloads/
Download and extract the mod into your rimworld mods directory
GitHub link: https://github.com/TorannD

All mod versions can be found on moddb.

**You must have Hugslib and Jecstools loaded before this mod for it to work!**

Contributors:
(中文翻译) Available in Chinese courtesy of KuanKuan
(Español) Available in Spanish courtesy of Caferino

Felinoel - Wiki
DrMrEd - Elemental Art
SihvMan - writable scrolls and books
Draegon - Wand Art
Diannetea - Poppi Art
Angry Wizard - UI Icons
Trisscar - Gemcutting workbench, Succubus wings
Crustypeanut - raw magicyte, class icons, and world icon art
Rebelrot(AvP) - Staff of the Defender, Staff of Blazing Power, and magic wands Art https://www.patreon.com/Rebelrot
ZE - Testing
Bendigeidfran - Various sound effects
Kasmex Forever - Royal Armor Art, World icons, books and scrolls, Thrumbo weapons, various spell effects
Control Assuming Director - Minion Art
Kolton - Optimization

Like the mod? Consider showing your appreciation by buying me a coffee! https://ko-fi.com/torann
Popular Discussions View All (414)
2,216
Nov 12 @ 12:10pm
Bug Reports
Rex
902
2
Jul 23 @ 11:40am
PINNED: What Class Next!? Cast your vote!
Torann
1
Nov 3 @ 6:44pm
How to increase the level caps for upgradable abilities (increased mana pool, reduced cooldowns and so on)?
lex
7,309 Comments
LarsSvengard Nov 13 @ 12:52pm 
I wonder... is the Super Soldier Class CE compatible?
Steve Nov 13 @ 9:56am 
Running in to a very strange issue with my Summoner, whenever he summons Minions for some reason he gets damaged, twice in a row now he's taken severe damage to his neck. For whatever reason the log says "The roofing fell" on him, very weird. Maybe it's just coincidence that his neck was damaged but yeah that's nearly killed him twice...no more minions for now I guess lol
BlueDemon Nov 13 @ 9:16am 
Ok the glitch fixed itself 4 hours into the game for some reason, it had sensed me organ farming the same guy 10 times by reviving him with all organ intact.
BlueDemon Nov 13 @ 3:31am 
Genuinely have 0 idea why its broken since it was working perfectly on my other game (with 0 difference in mods), but my necromancer is only reviving one person per skill and its raising them as fully alive human and not as undead, I tried to use dev tool to make other pawns a necromancer to see if its that specific pawn that have the skill broken but nope, raise undead is completely broken for me. Its working fine for animals at least
wjw_wrsnk Nov 12 @ 7:19am 
@Torann
Will there be a version of this mod that can work WITHOUT HugsLib in the future?
Especially seeing how many bugs and errors that mod is generating nowadays.
Thanks for your time.
Asapp Nov 11 @ 7:14am 
@Winter Will do. Thanks.
Winter Nov 10 @ 8:35pm 
@Asapp Most likely you're trying to give them a class by assigning them a trait, but doing this directly bypasses class initialization. Try giving them the Magically Gifted trait, and having them use a scroll or tome to gain the class instead.
Asapp Nov 10 @ 8:15pm 
I often has my colonists start with skills from a different class when I start a new run. Any idea why?
DankBudd Nov 10 @ 5:08am 
with combat extended mod the technomancer's engineer weapon skill doesnt work on any weapons.
Yugure Kitsune Nov 9 @ 4:02pm 
i love to see a magic class that can learn all the spells but has the worse time for leveling and needs to find either a spell scroll or another magic user so they can learn any spell that pawn has access to.